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Post by Death to ALL on Dec 8, 2007 22:24:22 GMT -5
Here is your thread for CCC feedback, the Admin team and the CCCAC have worked for the past week to come to this schedule, so I hope that you discussed CCC issues with your clan rep and that they took part in the CCCAC forums. If you don't think your clan has one feel free to contact me.
DTA
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Post by Bantams on Dec 9, 2007 3:52:06 GMT -5
Event 13 Sun Dec 16th 9:30am 2v2 OCC teamer Limit: 130 turns its renny OCC 2 V 2 why 130 turns ?
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Post by MMV on Dec 9, 2007 8:36:28 GMT -5
no worries - just change it the morning of the tournament
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Post by Lestat on Dec 9, 2007 12:06:52 GMT -5
Event 13 Sun Dec 16th 9:30am 2v2 OCC teamer Limit: 130 turns its renny OCC 2 V 2 why 130 turns ? obviously,130 turns, is reason that u make spam as usualy...
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Post by pandorasrevenge on Dec 9, 2007 17:03:58 GMT -5
Hmm i got 2 comments. Why is the killer cton still on a map is not fit for a cton. Giving advantage to side players over the middle players. Make it lakes toriodal. I seriously advice u to change this.
2nd comment. Classical on wrapped on green wheel. Could be interesting but then u only got 1 game with more then 2 fronts. Ofcourse the wrapped part could make it possible for u to galley. But id say only a 20% chance ur connected by sea. why not play tilted axis?
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Post by mrgametheory on Dec 9, 2007 18:17:21 GMT -5
This is the first time I have ever put in feedback on what to add for CCC and maybe my last time. I hghly suggest you adda 15th event for around 9 on sunday for an islands ironman game. Islands involves some major strategy and for some reason there arnt any islands maps unless you get unlucky on some of these shuffle settings. Sunday there arnt that many events going and would be a perfect chance to do this. Plus dont make it always war and have a little strategy to it. This game goes very fast with minmal lag and only take 3-6 hours and with only th top 8 teams allowed to move on to sunday you will only need 1 round. Its perfect in every way.
Islands - Standard - Few Tiny islands - Unrestricted leaders allowed - tropical - low sea -
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Post by tamijo on Dec 10, 2007 6:17:00 GMT -5
thats offcourse only seen from the 8 top clan, point of view. But then, who cares about the rest, they just a bunch of noobs anyway, wonder why they play the CCC at all.
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Post by tamijo on Dec 10, 2007 8:25:03 GMT -5
Not that it matters to me, but isent it amasing that the most (or maby 2nd most if anc teamer is 1st.) common ladder host, the OCC REN, is not in every ccc.
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Dec 10, 2007 13:31:24 GMT -5
Event 13 Sun Dec 16th 9:30am 2v2 OCC teamer Limit: 130 turns its renny OCC 2 V 2 why 130 turns ? Because Ren OCC is often played as 130 turns? Having 2 players doesn't change all that much now that we eliminated the dumb knight 2v1 rush option and it will be (hopefully) played as OCC. If you want a different number of turns, why didn't you say anything for all the time it was on the CCCAC board - where you have access?
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Dec 10, 2007 13:42:43 GMT -5
Not that it matters to me, but isent it amasing that the most (or maby 2nd most if anc teamer is 1st.) common ladder host, the OCC REN, is not in every ccc. Not everybody agrees that OCC should be always Ren. So it was decided to rotate OCC between the 3 popular choices - Ren, Anc, UQC. It was Ren in CCC 52, Anc CCC 53, UQC now, Ren again next, etc.
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Post by charliebrownparker on Dec 10, 2007 14:20:07 GMT -5
Hmm i got 2 comments. Why is the killer cton still on a map is not fit for a cton. Giving advantage to side players over the middle players. Make it lakes toriodal. I seriously advice u to change this. Good idea. We could have a look at it for next CCC. 2nd comment. Classical on wrapped on green wheel. Could be interesting but then u only got 1 game with more then 2 fronts. Ofcourse the wrapped part could make it possible for u to galley. But id say only a 20% chance ur connected by sea. why not play tilted axis? We proposed Title axis in CCCAC too. DTA choose Green Wheel for CCC 54. Problem on T.A. is that even with massive continents you have 10% chances to start on a single island . Green Wheel tiny is a test. We are still looking for a suitable map on classical.
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Post by Bantams on Dec 10, 2007 17:07:18 GMT -5
Event 13 Sun Dec 16th 9:30am 2v2 OCC teamer Limit: 130 turns its renny OCC 2 V 2 why 130 turns ? Because Ren OCC is often played as 130 turns? Having 2 players doesn't change all that much now that we eliminated the dumb knight 2v1 rush option and it will be (hopefully) played as OCC. If you want a different number of turns, why didn't you say anything for all the time it was on the CCCAC board - where you have access? i aint playing it no clan just wondered why 130 seems long for me you as a 2 player team get to future tech faster no? anyways who cares you and namejs win it anyway ;D
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[KC]Bopper
Worker
The Knight Who Says 'Giddy-Up!'
Posts: 136
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Post by [KC]Bopper on Dec 11, 2007 2:20:25 GMT -5
Hey Banty, good question: with 2 players does tech actually go faster in occ? I thought that tech scaled in all games so that with multiple players it was roughly the same as with 1 player teching. In that case, the game turn limit would be the same regardless of how many are on a team. OCC games just tend to tech faster because of the highly developed science rate of the mega city. Isn't this correct?
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Dec 11, 2007 4:17:37 GMT -5
To those who hate classical great plains cylindrical, atleas it's something different for a change from what we always have. And I think wrapped this map isn't so bad, both teams have access to the mountain area and forests. If its not cylind, this map is really biased however.
I don't claim for it to be the most "even start" map, but should it always be?
Anyhow, We should change maps for other events from time to time too, and use different kinds of settings. I find it really stupid to have Ironman for example always on hub or ring, why? There are many other good maps for this event.
Why is Rene always on inland sea? Give me a reason for this. For example balanced is a great map for rene too, in my view a lot more enjoyable.
Why is Industrial always on ring? This can be played on any map if you want naval combat, this is also available in other maps except ring... And to think more, why do we always want to have a same type of game... maybe sometimes have an indu game with less naval combat? For a change. Not to say it's a bad thing to have a game with naval combat, I realise we don't have many events that allow a great deal of it.
Same argumentation for medieval on sunday. etc. etc.
Please lets use some creativity and put the players skills at test lets change the map for each event for each CCC, we can go around a certain set of good maps for each event so we all get our favourite map too while keeping the CCC fresh and renewable and more exciting.
This same thinking goes for all events in CCC.
Something to think about.
I hope the general public may get this point of view, I withdrew from the CCCAC because the council does not want to use different settings and it really became a dead end to try to have even this kind of small things changed. Let's think a bit more creative and we'll keep this community and CCC better alive.
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Post by Bantams on Dec 11, 2007 9:05:54 GMT -5
Hey Banty, good question: with 2 players does tech actually go faster in occ? I thought that tech scaled in all games so that with multiple players it was roughly the same as with 1 player teching. In that case, the game turn limit would be the same regardless of how many are on a team. OCC games just tend to tech faster because of the highly developed science rate of the mega city. Isn't this correct? 2 players with a library and science cap get scientists each therefore get faster tech no?
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Post by Lestat on Dec 11, 2007 9:15:18 GMT -5
Hey Banty, good question: with 2 players does tech actually go faster in occ? I thought that tech scaled in all games so that with multiple players it was roughly the same as with 1 player teching. In that case, the game turn limit would be the same regardless of how many are on a team. OCC games just tend to tech faster because of the highly developed science rate of the mega city. Isn't this correct? 2 players with a library and science cap get scientists each therefore get faster tech no? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO Dont get this personaly... First,why u post about matter on whic u dont have clue. U are only puting desinformation here. In OCC teamer GP points are not the same as in 1 player OCC. When your teamate got GP at eg. 40 sci points u will not got it on 40 point, u will got it on 80 etc... Second with 120 turns u can have real fight with modern armors. Third why u dont post about 3v3 reny ... it can be on 30 turns only bc noob knight rush
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Post by TheClash on Dec 11, 2007 9:50:58 GMT -5
2 players with a library and science cap get scientists each therefore get faster tech no? Third why u dont post about 3v3 reny ... it can be on 30 turns only bc noob knight rush Special: No nukes, Spy missions banned, knights, camels and cataphracts banned
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Post by Lestat on Dec 11, 2007 9:58:34 GMT -5
Third why u dont post about 3v3 reny ... it can be on 30 turns only bc noob knight rush Special: No nukes, Spy missions banned, knights, camels and cataphracts banned and pinging PS It is not joke i realy dont kno ping button combo It is not on menu with other icons
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Dec 11, 2007 11:57:00 GMT -5
Hey Banty, good question: with 2 players does tech actually go faster in occ? I thought that tech scaled in all games so that with multiple players it was roughly the same as with 1 player teching. In that case, the game turn limit would be the same regardless of how many are on a team. OCC games just tend to tech faster because of the highly developed science rate of the mega city. Isn't this correct? 2 players with a library and science cap get scientists each therefore get faster tech no? The point cost for each next GP increases for both players with each GP the team gets. And the tech costs are higher too. From my experience, the speed of research looked about the same as in a single player game (assuming both players develop evenly). Hence the 130 turns limit similar to single player. So far we couldn't get much input on it because the event was ruined by knights. Now we'll see what happens. If 130 turns prove to be too long - a reduction will be proposed.
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Post by charliebrownparker on Dec 11, 2007 14:31:31 GMT -5
I hope the general public may get this point of view, I withdrew from the CCCAC because the council does not want to use different settings and it really became a dead end to try to have even this kind of small things changed. Let's think a bit more creative and we'll keep this community and CCC better alive. Each time you proposed something in CCCAC we tested it at CCC (UQC Ironman big and small, Classical great plains, 4vs4 TBG separated as far as i can remember......). I'm a bit surprised about what you said red. Creativity is a good thing. Unplayable settings without any kind of test are another.
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